no longer energizes Soul Shards from the pets and guardians of players, and now deals 40% less damage. If other periodic Affliction damage effects are triggered by , they now deal 60% of their normal damage (down from 100%). now deals 50% more damage, and increases damage done by all of the Warlock's damage-over-time other spells against the target by 45%. no longer affects Drain Life.

For Affliction Warlocks, now increases the power of various single target spells by 20% (down from 30%).

Warlock Tier-14 4-piece set bonus now reduces the cooldown of by 20 seconds.

Items:

's chance for the meta-gem effect to activate is no longer affected by the wearer’s haste. Additionally, the chance to activate the effect has been increased by 50%.

: For testing purposes, Glyphataur, Ph.D (He's a doctor!) will be available near the Alliance/Horde shrines in Vale of Eternal Blossoms selling new glyphs.

Click the cut for the complete notes!

Complete Patch Notes

Rygarius

New Raid:

More information coming soon.

New Feature: Flexible Raid Difficulty

This is a new raid difficulty designed for pre-made groups of 10 to 25 players or any number in between. This means it's possible to have raids of 15 or 22 players! Difficulty will adjust automatically based on the number of players present with encounters intended to provide a challenge roughly between Raid Finder and Normal difficulty.

Flexible Raid difficulty requires a pre-made group to join but has no minimum item level requirements or role restrictions. Both BattleTag™ and Real ID friends are eligible to participate.

Loot quality will be between Raid Finder and Normal difficulty and awarded through a personal loot system (similar to Raid Finder). Bonus rolls and loot specialization will also be supported.

Player spells with different target limits depending on raid size will gradually increase their limits based on the number of players in Flexible Raid difficulty.

Players will be able to earn raid achievements just like in Normal or Heroic difficulty.

Flexible Raid difficulty has a lockout that is separate from Raid Finder and Normal difficulty.

A mysterious island, lost for millennia to the currents of time, has emerged from the mists off the eastern coast of Jade Forest.

Players seeking to explore the Timeless Isle should check their mailboxes, where a awaits. Unwrapping it will set you on the first step of your new adventure.

The Timeless Isle is inhabited by all manner of strange and powerful creatures that will test the mettle of solo explorers, but great rewards await the brave and skillful: epic loot, bind-to-account gear, , pets, mounts, fun toys, and much more.

The Isle is filled with secrets and mysteries, many of which dynamically become available to explorers. Keep an eye on your minimap while on the Isle for information on nearby events!

The Timeless Isle is home to five new world raid bosses! Players may face each of the four Celestials in a trial of combat.

Heroes who have earned the legendary cloak from Wrathion may access the sanctum of the fiery Yaungol demigod , atop the Timeless Isle.

Proving Grounds is a new feature for individual players to test and improve their combat skills.

At the Proving Grounds, players may undertake trials, designed for Damage, Tank, or Healer roles.

It provides a great opportunity to learn how to Tank or Heal, without the need of a group.

Each trial is available in four separate difficulties: Bronze, Silver, Gold, and Endless. Harder difficulties include more difficult and varied enemies.

Endless mode allows you to test your mettle against increasingly difficult enemies. Compare your best scores to friends and guildmates!

: Access to the Proving Grounds and more information is coming soon.

New Feature: Virtual Realms

Virtual Realms are sets of realms that are fused together, and will behave exactly as if they were one cohesive realm. Players on the same Virtual Realm will be able to join guilds, access a single Auction House, join arena teams and raids, as well run dungeons or group up to complete quests.

Players belonging to the same Virtual Realm will have a (#) symbol next to their name.

Redesigned Arena System

Players no longer need to create or join an Arena team to compete.

Similar to the Rated Battleground system, players in a party of the appropriate size (cross-realm groups are supported) may queue for an Arena bracket of the same size (2v2, 3v3, or 5v5).

Each player will have a personal rating that increase or decrease based on victories and defeats against other rated opponents. Opponents will be selected based on the average Match Making Rating of the party.

Conquest cap, requirements on gear and enchantments will be based on the player's personal rating.

The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, all Arenas will now be region-wide!

At the end of an Arena season, the top players in a region will still earn titles and mounts.

All fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.

All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.

gains from being critically hit have been halved.

Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to: , , , , , , and .

General

now returns the Death Knight to a location near their original departure point when the spell is cast while in Ebon Hold.

no longer costs Runic Power.

now grants a flat 10% Haste to all things, up from Haste for melee (attack speed and Rune regeneration) only. The movement speed buff remains unchanged.

Fixed a bug that caused and to incorrectly increase activation rates of some trinkets and effects.

Blood

is a new passive ability learned at level 76. When the Death Knight dodges or parries any attack, they gain 50% of their Parry and Dodge as additional bonus to Critical Strike for 20 seconds.

no longer costs Runic Power.

no longer reduces the cost of .

now also has a chance to activate when the Death Knight dodges or parries a melee attack.

Unholy

now reduces the cooldown of by 60 seconds.

Ghoul's Leap and Gnaw abilities are no longer on a global cooldown, and no longer cost Energy.

Talents

has been redesigned. The talent now reduces magic damage taken in the area-of-effect by 40% for 3 seconds, and the ability no longer scales with strength.

had its damage increased by 10%.

now tries to convert 2 fully-depleted runes (up from 1) into a Death Rune based on specialization.

Blood: Restores 1 Frost Rune, 1 Unholy Rune

Frost: 1 Frost Rune, 1 Unholy Rune

Unholy: 1 Blood Rune, 1 Frost Rune

Glyphs

New Major Glyphs

: Makes treat all targets as if they have been infected with or .

: If expires after its full duration, cooldown for the ability is reduced based on the amount of damage absorbed.

: Haste effect granted by Soul Reaper now also increases the Death Knight's movement speed for the duration.

: now generates additional Runic Power, but the cooldown is increased.

Major Glyphs

now reduces damage dealt by diseases by 15% (down from a 30% reduction).

now reduces the cooldown of by 1 second, and raises its cost by 10 Runic Power (down from 2 seconds and 20 Runic Power).

now causes to cost 30 Runic Power (down from 40).

now reduces movement speed by 70% instead of freezing the Death Knight in place.

New Minor Glyphs

: The ability now lasts for 1 hour.

: The Death Knight's spell now summons a Skeleton instead of a Ghoul.

General

now increases Stamina contribution from cloth and leather items by 40% (up from 20%).

no longer has a 20-second cooldown for Feral Druids.

now has a duration of 20 seconds while in PvP combat (down from 40 seconds).

now causes the target to gain mana equal to 50% of the casting Druid’s Spirit every second for 10 seconds.

s Restoration version of the ability now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.

has its mana cost increased by 50%.

Balance

now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.

no longer reduces all damage taken by 15%.

has its mana cost increased by 50%.

has its mana cost increased by 50%.

Feral

no longer has a chance to make instant, free, and castable in all forms.

Restoration

is a new Restoration spell learned at level 88. targets all party or raid members within 60 yards and accelerates the casting Druid's effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as .

effects can now stack, up to 50% of the casting Druid's maximum health and will no longer be consumed if the target is already at full health..

's area-of-effect healing effect is now called .

is no longer capable of critical strikes, and accumulates overhealing done by by 100%, down from 150%. Overhealing bonus no longer benefits from or .

Talents

now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy).

has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now varies by specialization.

Balance: Increases the amount healed by by 20%. Casting increases the damage bonus of the Druid's next by 10%.

Feral: Increases the amount healed by by 20%. Casting increases the damage for the Druid's next two melee abilities by 25%.

Guardian: Increases the amount healed by by 20%. Mangle (Bear) critical strikes have a 20% chance to make the next or instant, free, and castable in all forms.

Restoration: Causes to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.

Force of Nature Treant summoned by the Feral version of this talent will now cast Entangling Roots instead of Bash.

Guardian: Guardian Druids now gain when their Treant takes damage.

when activated, now also provides a 25% bonus to healing for Restoration Druids. no longer has a limit on the number of targets that could be affected, up from 5. is no longer a talent, and is now an ability learned by Restoration Druids at level 30.

, a new talent healing the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead. This talent fills the spot vacated by .

when activated, causes healing spells now trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done. has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.

Balance: , , and casts have a 8% chance to cause the next to grant 100 Lunar Power or Solar Power instead of activating the next Eclipse.

Guardian: Increases Rage generation from Mangle (Bear) by 20% instead of 30%, but the bonus now also applies to Rage generated by Primal Fury.

Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting .

Glyphs

Major Glyphs

will now cause to interrupt when used on targets that are immune to silence effects.

now causes to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).

now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.

Glyph of Lifebloom's effect is now baseline and has been replaced with . increases the healing done by by 20%, causes the healing effect to be triggered by Wild Mushroom instead of , and lasts as long as the Wild Mushroom is active.

now reduces the mana cost of all shapeshifts by 100% (up from 90%). now reduces the cooldown of by 60 seconds (up from 30 seconds). now increases the range of by 8 yards (up from 3 yards). now increases the duration of 's interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown). Glyph of the Moonbeast's effect is now baseline and has been replaced with .

causes to only hit targets affected by the Druid's or .

New Minor Glyphs

: Grants the Druid the ability to teleport to a random natural location.

: Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.

General

had its damage and focus cost increased by 50%.

is now a baseline interrupt ability learned by all Hunters at level 22.

now has 2 charges.

now has 2 charges.

had its overall damage decreased by 30%. Proportionately, more damage has been removed from the initial damage than the periodic effect.

now has a duration of 20 seconds while in PvP combat (down from 30 seconds).

Readiness has been removed.

no longer requires the Hunter to have line-of-sight to their pet.

damage dealt by pets when the ability is used outside of an Arena or Battleground is no longer reduced by 75%

Marksman

is no longer a Marksman Hunter ability and is once again a talent.

Survival

no longer shares a cooldown with but can no longer activate .

Talents

now deals 40% more damage.

now reduces all damage taken by 10%, down from 15%.

no longer initiates auto-attack.

's root effect is now a nature spell (was a physical spell).

is no longer a talent and is now an ability that replaces Counter Shot for Marksman Hunters.

now regenerates 3% of total health every 2 seconds while the Hunter's pet is active (up from 2%).

now has a range of 40 yards (up from 35 yards).

Glyphs

New Major Glyphs: Reduces the range of by 7 yards.

: also reduces spell damage taken by 10%

Major Glyphs

now has a 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the Hunter's pet on each tick (up from 50% chance).

now speeds up the periodic effect of to restore health to the pet every 1 second.

now increases the ranged critical strike chance against targets affected by the Hunter's by 100% (up from 20% chance).

Frost

Mastery: Frostburn has been replaced by . When the Mage damages an enemy with their , , and the Water Elemental's Waterbolt, (14% + 1.75% per Mastery) of the damage done is stored as an Icicle for 15 seconds. also increases the Water Elemental’s Water Bolt damage by (14% + 1.75% per Mastery). Up to 5 Icicles can be stored at once. Casting launches all stored Icicles at the target.

no longer increases the damage of any spells. The damage for those spells have been increased instead. but no longer causes the target to take an additional damage from Frostbolt.

damage has been increased by 48%.

Water Elemental

damage has been increased by 25%.

Talents

now deals 70% damage to players (up from 60%).

now deals 85% damage to players (up from 70%).

now deals 85% damage to players (up from 70%).

now has an increased effective range. The Mage can remain up to 8 yards away from their and still receive benefits to mana regeneration and spell damage (up from 3 yards).

now also reduces damage taken by 15% while active in addition to existing effects.

Glyphs

Major Glyphs

now increases distance travelled with the spell by 8 yards (up from 5 yards).

gives two charges, gaining a charge every 15 seconds, but no longer frees the Mage from stuns and bonds.

now increases the damage dealt by 15% after successfully removing a curse (up from 10%). now heals the Mage for 5% of their maximum health after successfully stealing a spell (up from 3%).

New Minor Glyphs

: Increases the size of the Mage's Water Elemental.

: Reduces the size of the Mage's Water Elemental.

: The Mage's Water Elemental is replaced by an Unbound Water Elemental.

Brewmaster

now deals 18% less damage.

Fixed a bug that caused the damage of some abilities for Brewmasters with to scale incorrectly.

Mistweaver

is now consumed at an increased rate of 1 stack per 0.5 seconds (up from 1 stack per 1 second).now restores 2% of maximum mana per stack (down from 4%).

Windwalker

has been redesigned. The Mastery now gives a chance to generate an additional charge of when the Monk gains one normally.

received a number of adjustments.

Stacks up to 30 charges (up from 20 charges).

Can be consumed 15 at a time (up from 10 at a time).

Increases damage by 6% per stack, (up from 1% per stack) but is no longer increased by Mastery.

Talents

now restores 2 Chi, has a 45-second cooldown (down from 1.5 minutes), and generate stacks of Brew/Teas based on the Monk's specialization.

Brewmaster: 5 stacks of

Mistweaver: 2 stacks of

Windwalker: 2 stacks of

no longer requires a target. It now travels as a 40-yard line in front of the Monk. will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% of their maximum health. now has a pet control bar for Xuen, and the talent is no longer on global cooldown for all Monk specializations.

Brewmaster Monks now gain when Xuen takes damage.

will now activate from the following Chi generating abilities; Jab, , (when it hits at least 3 targets), , and . has a new visual effect and now disarms both enemies and those attacking allies within the 's area-of-effect for 4 seconds (up from 3 seconds); the silence effect for casting spells remains unchanged at 3 seconds. replaces . The Monk summons a whirling tornado around them, dealing damage to nearby enemies (heals nearby allies for Mistweavers). lasts twice as long as , is instant, and not channeled. now deals 15% more healing and damage.

Glyphs

Major Glyph

now increases the chance to summon a by 100% (up from 25% chance).

Glyph of Crackling Jade Lightning has been replaced with . causes to heal the Monk when it clears a root, stun, fear, or horror effect.

Glyph of has been replaced with .

makes the next or go farther after using a or .

Glyph of Retreat has been replaced with .

causes a healing sphere to be summoned near the Monk at no cost when their health falls below 25%. This effect cannot occur more than once every 30 seconds.

Glyph of Stoneskin has been replaced with .

causes to heal the target when it successfully removes a harmful effect.

now reduces the cooldown of by 5 seconds (used to increase the range by 10 yards). Glyph of Uplift has been replaced by .

allows to be used on other players.

General

now also affects the cooldown of .

no longer has a chance to restore mana on attacks.

now has a 15-second cooldown.

Holy

no longer activates from periodic healing effects.

no longer reduces the amount of healing done by 50% and now restores mana based on the Paladin’s Spirit.

(Holy version) now deals additional healing based on any heal cast by the Paladin for the 15 seconds for the duration of the spell. The Paladin also has 10% additional haste for the duration that the ability is active.

now increases the effectiveness of , , and by 35%. Effectiveness of other heals are still increased by 25%.

Judgment for Holy Paladins now costs 12% of base mana to cast (up from 5% of base mana).

Protection

now applies a Weakened Blows effect to the target for Protection Paladins.

Retribution

Guardian of the Ancient Kings (Retribution version) now has a reduced cooldown of 3 minutes, down from 5 minutes, and the maximum number of stacks has been reduced to 12.

Inquisition now lasts 20 seconds per charge of Holy Power consumed, up from 10 seconds.

Talents

Burden of Guilt has been replaced with a new talent called Evil is a Point of View. New Talent: Evil is a Point of View. Evil is a Point of View allows the Paladin to use Turn Evil on players and beasts.

will now immediately damage the target for 5 times the amount of damage that had been dealt by most recent periodic effect when dispelled.

will now immediately heal the target for 5 times the amount of healing that had been dealt by 's most recent periodic effect when dispelled.

now reduces damage taken from harmful periodic effects by 80% (up from 70%) and reduces damage taken from harmful periodic effects that cannot be prevented by immunities by 40% (up from 0%). for Holy Paladins can now be active on more than one target at a time, but the talent now costs mana, and has 3 charges with a 10-second recharge. cooldown

Holy: Now also increases the critical strike chance of by 20%.

Protection: Now causes to generate 2 Holy Power instead of 1 while Avenging Wrath is active.

in addition to its current effects, now also causes to generate a charge of Holy Power for Holy Paladins. Stacks of now reduce the cast time, mana cost, and improve the effectiveness of , , and .

will now apply 's bonus to healing to the casting Paladin as well as other targets and consume all stacks of in the process.

has been simplified. It now reduces the cooldown on , , and by 50%.

Glyphs

New Major Glyphs

: Removing harmful effects with heals the Paladin for each effect removed. This heal cannot exceed a percentage of the Paladin's maximum health.

: no longer transfers damage taken by the target to the Paladin.

Major Glyphs

now causes to reduce the cast time of the next by 0.5 seconds, and the effect can stack up to 3 times.

now reduces the amount of mana restored and cooldown of by 50%.

now also allows to stun Aberrations.

causes to no longer affect party or raid members, but the cooldown is reduced.

now increases damage for the next by 10% per stack (down from 20% per stack). has been redesigned. The glyph now causes to heal the most wounded raid or party member instead of the Paladin. Glyph of Turn Evil replaces Glyph of Burden of Guilt.

This glyph causes to reduce the target's movement speed by 50% for 2 seconds.

New Minor Glyphs

Glyph of the Exorcist: will now appear to remove the evil from its target.

: Critical heals on other players display a small pillar of light at their location briefly.

General

now prefers to target healers when it grants mana. Healers will always be picked before non-healers, regardless of how much mana they have.

no longer has a facing requirement.

Discipline

now energizes the Priest for 100% of the mana cost of / When the shield is fully consumed or is dispelled (used to energize the Priest with mana equal to 150% of their spirit). This is the modified mana cost for , after being reduced by Rapture’s passive effect.

duration has been reduced to 10 seconds (down from 15 seconds), and the damage absorption shield's effectiveness can now be reduced through Battle Fatigue.

Holy

mana cost reduced to 3.8% (down from 6.3%).

Lightspring is now baseline for all Holy Priests and the ability has been renamed to .

's mana cost reduction has been increased to 20% per stack (up from 10% per stack), and no longer displays a spell effect when in the UI when it's active.

Shadow

now increases the Priest's armor by 60%, but no longer reduces all damage taken by 15%.

now creates a shadowy version of the Priest that floats towards the target and deals damage. The apparitions are now treated as a missile, and is no longer an attackable creature.

Talents

now increases allies' movement speed by 80%, up from 60% and the feathers have a duration of 10 minutes, up from 5 minutes.

for Discipline Priests now has a 100% chance to activate its effect after using , up from 40% and now displays an effect in the UI when it's active.

Discipline, Holy: Now also has a chance to activate its effect on cast for these following spells; , , , and .

Shadow: Now has a 20% chance to activate its effect for Shadow Priests (up from a 15% chance).

now deals 10% more damage, and mana return has been increased by 20%.'s health has been reduced by 75%, but fixed a bug where wasn't being affected by base Resilience.'s damage and healing threshold to activate has been increased to 35% (up from 20%).

Glyphs

Major Glyphs

Glyph of Dark Binding's effect is now baseline and has been replaced with . causes to only bounce between the target and the caster.

now reduces the cooldown on without reducing its duration. Glyph of Lightspring has been renamed to .

causes to heal for 50% more, but no longer automatically heal targets. Allies can click on the to heal.

Glyph of Lightwell has been renamed to .

increases the number of charges on by 2.

now causes to heal the target for 5% of their maximum health after successfully dispelling a magical effect or disease (up from 3%). now causes to reflect 70% of the damage absorbed (up from 45%).

: causes the Priest and their target to exchange appearances for several seconds.

Transforms the Priest's and into a Sha Beast.

Class Armor

Shadow PvP 4-piece set bonus is no longer an area-of-effect and only affects the character that dispels .

General

now increases dodge chance by 100% (was 50%).

now deals 10% less damage.

now restores 4% of maximum health every 3 seconds, up from 3%.

deals an increased 190% of weapon damage (up from 145%), but now costs 50 Energy (up from 40 Energy).

Assassination

Assassination Rogues should no longer be eligible for any other weapon types except daggers in situations where loot is automatically awarded(Raid Finder, Bonus Rolls, Heroic/Normal Scenarios, and the upcoming Flexible Raid difficulty.)

Combat

New passive ability, : This passive ability is learned by Combat Rogues at Level 32. The Rogue gains a 20% chance per combo point (100% chance at 5 combo points) to immediately regain 1 combo point while performing a finishing move.

targeting has been changed. If is not active, will now hit the Rogue's target 7 times or pick the closest eligible target if none had been selected. will continue to work as it has while is active.

Subtlety

now deals 315% weapon damage (up from 275%).

now deals 160% weapons damage (up from 140%); 232% weapons damage if a dagger is equipped (up from 203% for daggers).

Talents

's cost has been reduced to 15 Energy (down from 30 Energy).

now reduces damage taken by 85% after activating (up from 80%).

now allows the Rogue to use , , and from 40 yards away (up from 30 yards).

now increases damage dealt by abilities while stealthed by 50%, up from 25%.

now stuns the target at 4 applications of the poison (down from 5 applications).

now has a reduced cooldown of 20 seconds (down from 24 seconds).

Glyphs

Major Glyphs

Glyph of Adrenaline Rush's effect is now baseline and has been replaced with . causes Redirect to no longer have a cooldown.

now only removes damage-over-time effects that would cause to break. For Rogues that also have the talent, this means will no longer remove the Rogue’s poison or bleed effects. Glyph of Crippling Poison has been replaced with .

now causes to also damage the armor of its victims, applying 1 application of the Weakened Armor effect to each target.

Glyph of Debilitation has been replaced with .

increases the healing received by the Rogue while is active.

now increases the healing of by an additional 1% (up from 0.5%). Glyph of Sap has been replaced with .

causes ability to also increase damage done to targets affected by .

now reduces the cooldown of Shiv by 3 seconds (was 2 seconds).

New Minor Glyphs

: now summons a decoy at the target location.

: and abilities will now throw axes regardless of the Rogue's currently equipped weapon.

General

's effectiveness will no longer decrease with each jump (up from a 30% reduction to healing with each jump).

's summoned Greater Earth Elemental will no longer taunt off players that are tank-specialized.

's radius has been increased to 12 yards, up from 10 yards. For 25-player instances, will heal for a reduced amount when healing more than 14 raid members. It remains the same in 10-player instances, healing for a reduced amount when healing more than 6 raid members.

Enhancement

's debuff now also affects .

Restoration

now only increases healing done by by 50% (was healing done by all Water totems).

's mana cost has been reduced by 25%.

Talents

now has a cooldown of 90 seconds, down from 120 seconds.

has been redesigned. Casting , , , or , increases the duration of by 3 seconds. Damaging an enemy with , , , or increases the duration of by 3 seconds.

New Talent: . This new talent replaces Healing Tide Totem, increases healing done by by 100%, and causes the totem to heal 2 targets at once.

is no longer a talent and is a baseline ability for all Shamans. Additionally, this totem will now heal 12 raid members (up from 5) when used in a 25-player instance.

Totemic Restoration has been replaced with a new talent, Totemic Persistence. New talent: Totemic Persistence. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one non-Fire totem can benefit from this effect at a time.

effect now applies to the Shaman, not the target.

effect now increases damage by 30%, up from 20%.

Glyphs

New Major Glyphs

: now has a chance to add a charge to the Shaman's active . This cannot cause to exceed 9 charges.

: Successfully Purging a target now grants a stack of .

Major Glyphs

now increases the cooldown on by 2 seconds, down from a 4 second increase.

now heals the target for 5% of the Shaman's maximum health (up from 4%).

now reduces the cooldown and duration for by 50%, up from 40%.

now reduces the cooldown of by 2 seconds.

now increases the cooldown of after reflecting a harmful spell by 20 seconds (down from a 35-second cooldown increase).

reduces the initial direct healing of by 75%, down from a 90% reduction to healing.

New Minor Glyphs

: now takes the Shaman to their capital's Earthshrine.

: now transforms enemies into a Compy.

: Summons a random Fire, Water, or Nature familiar. Familiars of different types have a tendency to fight each other.

: The Shaman's now resembles Vol'jin's Serpent Ward.

: Resurrecting someone with causes a ghostly ancestor to follow them around for a short time.

: Allows the Shaman to summon a rain storm of frogs at a targeted location.

: Spirit Wolves are replaced with Spirit Raptors.

: can be now be used while the Shaman is a ghost.

Class Armor

Elemental Shaman 2-piece PvP set bonus has been changed. It now allows to be triggered once every 1.5 seconds instead of once every 3 seconds.

Enhancement Shaman 4-piece PvP set bonus now causes the Shaman's to also reduce the target's movement speed for 3 seconds.

General

s are no longer attackable once more. The debuff from using a has been increased to 60 seconds (up from 15 seconds).

no longer reduces all damage taken by 10%.

now deals 13% more damage, costs 2% less mana, and no longer increases the duration of damage-over-time spells.

no longer energizes Soul Shards from the pets and guardians of players and now deals 40% less damage, and if other periodic Affliction damage effects are triggered by , they now deal 60% of their normal damage (down from 100%).

now deals 50% more damage, and increases damage done by all of the Warlock's other spells against the target by 45%.

now deals 40% less damage, and causes all of of the Warlock's damage-over-time other periodic Affliction damage effects to instantly deal 30% of their normal periodic damage (down from 50%).

now gives a 7% chance to generate a Soul Shard (up from a 5% chance), but the increased chance only works on the most recently applied .

no longer does any damage, and now copies damage-over-time effects instead of just moving them without needing a glyph. Copied effects now once again preserve their power and duration. Duration has been reduced to 6 seconds (down from 20 seconds).

now deals 10% more damage.

Demonology

now increases the effects of by an additional 30%.

Talents

Archimonde's has been redesigned and renamed into . gives the Warlock's Dark Soul spell two charges.

no longer affects Drain Life.

For Affliction Warlocks, now increases the power of various single target spells by 20% (down from 30%).

no longer replaces . is now a passive talent that increases 's damage by 50%, and healing by 150%. The talent no longer turns the ability into an area-of-effect spell.

For Affliction Warlocks, the Soulburn empowered version of also receives a 50% increase to damage and 150% increase to healing.

is no longer a talent and is now a baseline skill for all Warlocks., a new talent replacing . The Warlock sends out a cone of Shadow damage, snaring targets, has a 20-second cooldown. no longer reduces movement speed, and will now allow the Warlock to cast , , and while moving. is no longer a passive ability. 10 seconds with a 60 second cooldown, and increases the area of area-of-effect by 500% and increases damage by 100% for , , , and . can now also activate from , and caps out at 15% of the Warlock and their pet's maximum health (down from 100%). now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock's pet is active.

Glyphs

New Major Glyph

: gains 3 additional charges, but the cooldown is increased by 35 seconds.

Major Glyph

Glyph of Dark Soul has been replaced by . causes to hit 2 additional nearby targets.

will be redesigned.

no longer causes to have a cooldown.

now summons 4 Wild Imps (down from 5 Wild Imps).

Glyph of Shadowflame has been replaced with

Class Armor

Warlock Tier-14 4-piece set bonus now reduces the cooldown of by 20 seconds. increases all damage dealt by the Warlock by 10% while Dark Souls is active

General

now also increases the damage of by 50%.

now also triggers on critical hits from and .

is no longer on a global cooldown.

no longer costs rage.

no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.

no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.

Arms

now also reduces the cost of by 10 Rage.

now deals 35% of damage dealt against the primary target to all other enemies within 2 yards while is active, and causes does an additional 10% damage to targets affected by the warrior’s .

now causes melee attacks to strike an additional nearby target for 75% of the initial damage (up from 50%).

Fury

now works with polearms.

Protection

now generates 20 Rage (up from 15 Rage).

is a new passive ability learned by Protection Warriors at level 76. When the Warrior dodges or parries any attack, they gain 50% of their Parry and Dodge as an additional bonus to Critical Strike for 20 seconds.

now activates from critical hits with instead of a flat 20% chance, and the ability will make the next or be a critical hit in addition to costing no Rage.

Talents

's cooldown has decreased to 60 seconds (down from 1.5 minutes), and now deals an increased 180% of weapon damage for Arms Warriors (up from 120%).

's snare and bleed effects are now two separate debuffs. Clearing one of the effects will no longer remove the other.

now instantly heals the warrior for 10% of their total health (up from 5%), and an additional 10% over 5 seconds (up from 5%).

now heals the Warrior for 20% of their maximum health at all times (up from 15% on attack and 20% on kills that yield experience or honor).

now has a duration of 4 seconds (up from 3 seconds), and has an off-hand attack for Fury Warriors.

no longer transfers damage to the Warrior. The talent now reduces amount of damage the target takes by 30% for 12 seconds.

now roots the target for 4 seconds instead of stunning them for 3 seconds. The 50% reduction to movement speed snare effect for 8 seconds remains unchanged. will now cause to root an additional 2 nearby targets.

Glyphs

New Major Glyphs

: Killing an enemy with grants Rage.

: now leaves an axe in the target, which can be retrieved by moving within 5 yards of the target to finish the cooldown of . This effect will only occur when is cast from more than 10 yards away from the target.

: gives additional Rage over time, but for that time the Warrior no longer generates Rage from auto-attacks.

New Minor Glyphs

: Removes the threat generation bonus from .

: Shout abilities cause the appearance of the Warrior's weapon to change to that of a random weapon from their primary bag for a short time.

Quests

: For players on this step of the legendary quest; all bosses now have a chance to drop a or in addition to their normal loot. Players should no longer be receiving excess or .

Creatures

Bonus Roll change: Players that don’t have a coin or elect to not use a Bonus Roll when defeating one of the world bosses (, , , and ) can come back later that same week to use the Bonus Roll. The limit has not changed and remains one attempt and one bonus roll per boss, per week.

now drops trivial items and can no longer be pickpocketed.

now drops trivial items and can no longer be pickpocketed.

Pet Battles

General

A new pet battle tournament is available on the Timeless Isle, more details coming soon!

Round timers in PvP Pet Battles will now get progressively shorter for a player who takes more than 15 seconds to issue a command during their turn.

Players are now able to trade in any 3 of the same family specific Flawless Battle-Stones for a single .

Viewable pet battles will now display working health bars.

Battle Pet levels are now only shown on the map if you are tracking Battle Pets.

Aquatic type's passive effect now reduces damage from damage-over-time effects by 50%, up from 25%.

Magic type's passive effect now caps damage taken at 35% of maximum health, up from 40%.

Battle Pet Training cost and the price of pets sold by Battle Pet Trainers have been greatly reduced.

Battle Pets

Any Battle Pet that could be awarded from a boss on Raid Finder difficulty can now be won from a bonus roll, in addition to the standard bonus roll reward.

: Several abilities have swapped positions.

: Several abilities have swapped positions.

: The ability has been replaced with .

: Wild Silk Worm should now be correctly classified as a Critter.

Battle Pet Abilities

Battle Pet abilities with a component that increases in damage every time it hits will no longer reset when an opponent's pet gets swapped. (, , etc.)

Accuracy now affects the entire team.

's duration has been reduced to 5 rounds (down from 9 rounds), and cooldown has been increased to 5 rounds (up from 3 rounds).

Dark Simulacrum has been replaced with a new ability, . deals Undead damage and temporarily turns the enemy pet's type into Undead.

cooldown increased to 4 rounds (up from 3 rounds), damage has been reduced by 50%, and hit chance has been reduced to match similar abilities.

damage has been reduced by 33%.

damage has been reduced by 33%.

's duration has been reduced to 5 rounds (down from 9 rounds), and cooldown has been increased to 5 rounds (up from 3 rounds).

damage has been reduced by 11.5% and now has a 1-round cooldown.

now displays the correct amount of damage reduction.

Raids, Dungeons, and Scenarios

Raids

The chance for awarding loot from kills or bonus rolls has been increased for , , , and on Raid Finder difficulty.

The chance for awarding loot from using a bonus roll has been increased for on Normal difficulty.

Dungeons

Players who obtain a realm-best time in a Challenge Mode dungeon (group must contain at least 3 people from the same realm to qualify) will receive a temporary title specific to each dungeon (e.g. Siegebreaker for , Darkmaster for , etc.). This title will persist for as long as a player retains the top time on the realm. Holding a realm-best time at any point will also confer a permanent Feat of Strength to record the accomplishment.

PvP

Elite versions of Season 14 Grievous are now available as a mark of prestige for players that are able to attain a personal rating of 2000 and earn 27,000 Conquest Points in the current season. Pricing per piece remains the same but the previous piece requirement has been removed.

: For testing purposes, Grievous Flaskataur will be available near the Alliance/Horde shrines near Vale of Eternal Blossoms selling standard Grievous gear for gold.

: For testing purposes, the item level scaling of gear in Arenas, Battlegrounds and Rated Battlegrounds has been increased to 512 during the 5.4 PTR. Season 14 Grievous Conquest gear is exempt from this item level ceiling.

Battlegrounds and Arenas

Battlegrounds

rewards for winning a random or call-to-arms Battleground match has been increased.

First win of the day now awards 150 (up from 100).

Subsequent wins now awards 75 (up from 50).

Bombs are no longer an item held in the player's inventory and will now do considerably more damage, 4500 (up from 1250).

Players carrying a bomb now have a button that allows them to place it with a spell effect over their heads.

Placing a bomb takes 2 seconds, and can be interrupted like a Battleground capture point.

Disarming a bomb takes 2 seconds, and can be interrupted like a Battleground capture point.

Demolishers will no longer have the Ram ability and only one will spawn at each stage.

Arena

For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.

Team with the largest number of players alive.

Team that brought an enemy player closest to death (lowest health).

Arena Rating scaling in the 2v2 bracket has been tuned to be consistent with the 3v3 bracket.

Items

All permanent item enhancements provided by , , , , and various vendors and quests are now able to be applied to items of any level. This means all enchantments can now be applied to heirloom items.

High level enhancements applied to items equipped by low level players have their power scaled down to be similar to enhancements intended for that level range.

Low level enhancements applied to items equipped by high level players do not grow further in power beyond their intended level range.

Adjustments have been made to Mists of Pandaria faction quartermasters.

Epic quality (purple) items sold by the now have their reputation requirements reduced to Friendly or below, and have their cost reduced by 34%.

Epic quality (purple) items sold by all other Mists of Pandaria faction quartermasters no longer have reputation requirements, and will now cost instead of Valor.

Rare quality (blue) items have their cost reduced by 75%.

No changes for items that require an Exalted reputation.

The conversion rate for to have changed. The conversion rate is now 500 per 250 (up from 375 Justice per 250 Honor). Equipping any pair of PvP trinkets from Season 12 or later will now grant a 10% reduction in damage taken from other players.'s chance for the meta-gem effect to activate is no longer affected by the wearer’s haste. Additionally, the chance to activate the effect has been increased by 50%. : For testing purposes, Flaskataur, Esq. will be available near the Niuzao Temple selling normal Tier-16 armor and Tier-16 trinkets for gold.: For testing purposes, Glyphataur, Ph.D (He's a doctor!) will be available near the Alliance/Horde shrines in Vale of Eternal Blossoms selling new glyphs.

댓글

dukenukemi의 댓글

Yeah gg buff that frost mage 1 button wonder through the roof. Fire all the way!

Pucl의 댓글

on 2013-07-30T12:10:16-05:00

Shouldn't FELsteed already be infused with the fel energy?

rinkworks의 댓글

on 2013-07-30T12:57:04-05:00

Yeah gg buff that frost mage 1 button wonder through the roof. Fire all the way!

This is a troll, right? But in case it isn't, take a little time to understand what they're doing with frost mages. The net effect of all the frost mage changes for 5.4 is probably a nerf and certainly no better than dps-neutral.

What one button are you even talking about? Ice Lance? That's the frost mage's weakest spell and should almost never be used except in combination with other things that make it work. Frostbolt? Just spamming frostbolt and nothing else is weak in PvE and (since it's non-mobile casting) suicide in PvP.

neonjohn의 댓글

on 2013-07-30T13:38:10-05:00

Why couldn't they let inscription-folk make the new glyphs? Make the patterns learned through scroll, or a world drop on isle. Make it low drop-rate so there will be a nice market for them.

perculia의 댓글

on 2013-07-30T13:40:23-05:00

Glyphataur is PTR-only. Players testing out new glyphs need easy access to them to provide the devs with useful feedback and find bugs.

Rankkor의 댓글

zinsco의 댓글

on 2013-07-30T17:17:30-05:00

Glaive Toss no longer initiates auto-attack.

Why?

Vilantra의 댓글

on 2013-07-30T17:34:07-05:00

Are the new epic crafted items going to go live as Bind on Pickup? Leatherworkers would only need 49 Hardened Magnificent Hides to create the two useful pieces for their spec, but would create many more to learn all the recipes (pve + pvp). Linking Discovery with creating a useful item is one thing, but this seems like a waste of a lot of Hides.

gnomerdon의 댓글

on 2013-07-30T17:44:33-05:00

here's a dirty confession.

if wow makes Gnome Hunter classes, I will sign back on in a heartbeat.

and if we get our own special robot pets to our liking. =)

Jaztay의 댓글

on 2013-07-30T19:00:45-05:00

Was looking at trying selfless healer as Holy Paladin but with increase in Judgement cost not sure if viable now.

Rainemard의 댓글

on 2013-07-30T22:33:42-05:00

Shouldn't FELsteed already be infused with the fel energy?

lol

Demonic Gateways are no longer attackable once more. The debuff from using a Demonic Gateway has been increased to 60 seconds (up from 15 seconds).

As I don't PvP much, the first part never really concerned me. However, 60 seconds is going to make a whole lot of previously soloable things harder (잔달라 전쟁인도자 and 제라스의 고서 boss, among others). =(

Zuji의 댓글

on 2013-07-31T01:06:01-05:00

Yeah gg buff that frost mage 1 button wonder through the roof. Fire all the way!

I know it's useless answering to such 1 brain cell posts like these, but I just feel like it:

The rotation of a Frost Mage consists in the following priority list.

1) Apply and refresh Living Bomb. - When you have a large damage-increasing proc (trinkets, weapon enchants, etc.), refresh it right away, otherwise refresh it after it explodes. 2) Cast Frozen Orb on cooldown. 3) Cast Frostbolt until the debuff it applies reaches 3 stacks. 4) Cast Freeze from your Water Elemental. - Only do so if there are adds that are not immune to rooting effects, it will give you 1 charge of Fingers of Frost (2 if it hits more than 1 enemy). Do not cast Freeze on raid bosses, as they are immune to rooting effects. 5) Cast Frostfire Bolt as soon as Brain Freeze procs. 6) Cast Ice Lance when you have charges of Fingers of Frost. 7) Cast Frostbolt as a filler spell.

RyuugaMuradin의 댓글

on 2013-07-31T05:21:12-05:00

Oh maaaaaaaaaan. The green Felsteed is going to be gorgeous. *swoons*

Deepthought의 댓글

on 2013-07-31T12:05:38-05:00

Shouldn't FELsteed already be infused with the fel energy?

lol

Demonic Gateways are no longer attackable once more. The debuff from using a Demonic Gateway has been increased to 60 seconds (up from 15 seconds).

As I don't PvP much, the first part never really concerned me. However, 60 seconds is going to make a whole lot of previously soloable things harder (잔달라 전쟁인도자 and 제라스의 고서 boss, among others). =(

For what it's worth, on the PTR Kanrethad (the codex boss) has a longer CD on his Chaos Bolt, equal to the CD on the new portal. It's still harder than it was, obviously, but it's not as hard as you might think.

TomatoSauce의 댓글

on 2013-07-31T18:33:48-05:00

The conversion rate for Justice Points to Honor Points have changed. The conversion rate is now 500 Justice Points per 250 Honor Points (up from 375 Justice per 250 Honor).

Why!

What good reason is there to change this? If they're bumping the JP cost up then at least increase the purchased honor.

mizaki212의 댓글

on 2013-08-01T18:37:54-05:00

why is rushing jade wind being changed to melee range thats bad D: i like being able to just throw it and have it hit everything from afar this helped in raids where the tank had to take the bosses away from healers or rest of group also helps when tanks have to stack the adds now us healing monks have to stand in stuff just to cast rushing jade wind? plz atleast make a glyph so that it stays the old way seriously us having to stand next to a tank in order to get the effect is bogus specially when the bosses do massive hits.... and its no longer channeled and last twice as long im confused by this if it is instant and last twice as long does that mean we dont spin and we can cast while its up cause there has been multiple times i have used spinning crane kick and it just lasted forever and so i couldnt use anything else xD plz just make a glyph that keeps it the old way this way is a bit wonky as of right now

longslowgoodbye의 댓글

on 2013-08-02T18:22:06-05:00

no sky claw? ok...back to GW2.

Oblivionus의 댓글

on 2013-08-03T13:06:20-05:00

Unholy Presence now grants a flat 10% Haste...so does Improved Unholy Presence buff another 10% or will blizz screw it up again...why dont they just nerf Unholy Might like every patch

RayvenUK의 댓글

on 2013-08-03T15:04:09-05:00

Epic quality (purple) Valor Points items sold by all other Mists of Pandaria faction quartermasters no longer have reputation requirements, and will now cost Justice Points instead of Valor.

Up to now, as i don't run dungeons or raids, I have run the daily quests to get reputation and valor points to buy the purple epic gear. does this mean that when the patch hits, my upcoming characters will no longer be able to get these items as they won't be getting Justice points?